Professional Documents
Culture Documents
Double (Spell) Dipping: Magic-Users may not memorize the same spell twice in one day without the use of
magical items.
Initial Spell Books: Magic-Users/Elves begin play with Detect Magic, Read Magic, two 1st level spells, and
one 2nd level spell, of the players choosing.
Scrolls: Magic-Users may write their own spell scrolls at a cost of 250gp per level of the spell. The writing
time is one week per spell level. Scroll can hold a maximum of three spells.
Bonus Spells: Magic-Users with Intelligence 15+ get 1 bonus 1st level spell/day
Thieves:
Thieves use d6 for HP
Fighters:
Only the human fighter may use the two-handed sword
Excluding obvious two-handed weapons (halberd and two-handed sword), a fighter may wield any
weapon on the weapon list two-handed and increase the damage die of that weapon by 1 (example: Battle
Axe d8, wielded with two hands d10)
Dwarves:
Hit Points: Dwarves use d10 for HP
Racial Enemy: Dwarves are +1 versus Orcs and Goblins
Two Handed Weapons: Dwarves may use the spear and the halberd, but not the two-handed sword.
Armour Class: Armor class (+2) improves when attacked by creatures larger than man-sized (7 feet and
over)
Halflings:
Armour Class: Armor class (+2) improves when attacked by creatures larger than man-sized (7 feet and
over)
Elves:
Racial Weapon: Elves receive a bonus of +1 with the longbow
Two Handed Weapons: Elves may use the halberd, but not the two-handed sword.
Armour and Spell Casting: May only cast spells while wearing magical armour.
Initial Spell Books: See Magic-User.
Scrolls: See Magic-User.
Bonus Spells: Elves with Intelligence 15+ get 1 bonus 1st level spell/day
Gods:
Lawful Gods:
Torm, God of Duty
St. Cuthbert, God of Justice
Neutral Gods:
Obad-Hai, God of Nature
Funeral Pyres: If the body of a fallen fellow adventurer is recovered it may be burned on a funeral pyre.
PCs may donate up to 100gp/level of their fallen comrade in gold, jewels, etc and earn an equivalent level
of experience point bonus.
9 Arch-Mage
FIGHTERS
Level Title
1 Swordsman
2 Freebooter
3 Sellsword
4 Warrior
5 Swordmaster
6 Weaponmaster
7 Myrmidon
8 Champion
9 Warlord
THIEVES
Level Title
1 Thug
2 Knave
3 Purse-Cutter
4 Charlatan
5 Master Purse-Cutter
6 Vagabond
7 Sneak-Thief
8 Master Sneak-Thief
9 Guildmaster
DWARVES
Level Title
1 Axeman
2 Hammerhand
3 Mountain Guard
4 Dwarf Warrior
5 Axemaster
6 Hammerguard
7 Battlehammer
8 Dwarf Champion
9 Dwarf Warlord
HALFLINGS
Level Title
1 Halfling Thug
2 Halfling Knave
3 Halfling Purse-Cutter
4 Halfling Charlatan
5 Halfling Master Purse-Cutter
6 Halfling Vagabond
7 Halfling Sneak-Thief
8 Halfling Master Sneak-Thief
ELVES
Level Title
1 Swordsman-Channeller
2 Freebooter-Spellweaver
3 Sellsword-Magus
4 Warrior-Arcanist
5 Swordmaster-Mage
6 Weaponmaster-Summoner
7 Myrmidon-Magister
8 Champion-Warlock
9 Warlord-Arch-Mage
ADVANCED EDITION COMPANION TITLES:
ILLUSIONIST
Level Title
1 Prestidigitator
2 Charmer
3 Dazzler
4 Glamourer
5 Hypnotist
6 Illusioneer
7 Beguiler
8 Phantasmalist
9 Thaumaturge
MONK
Level Title
1 Brother
2 Anchorite
3 Cenobite
4 Eremite
5 Master of Earth
6 Master of Air
7 Master of Water
8 Master of Fire
9 Grand Master
PALADIN
Level Title
1 Squire
2 Chevalier
3 Knight-Errant
4 Knight-Vigilant
5 Knight-Banneret
6 Knight-Crusader
7 Knight-Templar
8 Knight-Protector
9 Knight-Commander
DRUID
Level Title
1 Initiate of Spring
2 Initiate of Summer
3 Initiate of Fall
4 Initiate of Winter
5 Ovate of Nature
6 Voice of Nature
7 Defender of Nature
8 Wrath of Nature
9 Grand Geomancer
RANGER
Level Title
1 Wanderer
2 Rover
3 Scout
4 Gadabout
5 Strider
6 Master Scout
7 Outrider
8 Pathfinder
9 Master Pathfinder
ASSASSIN
Level Title
1 Throat-Cutter
2 Garotteur
3 Murderer
4 Backbiter
5 Master Throat-Cutter
6 Silent Killer
7 Death Dealer
8 Assassin
9 Guildmaster
Retrospective - Meatshields!: The Classic Fantasy Hireling Generator
Given the recent posts at Grognardia and elsewhere about retainers and hirelings, I thought it appropriate
to revisit and perhaps provide some insight into the creation of Meatshields!: The Classic Fantasy Hireling
and Henchmen Generator created by cr0m and myself last spring.
When we created the generator we looked to early articles in Dragon Magazine in addition to the usual B/X
and LL rulebooks and AD&D hardbacks. Because there's conflicting information in spots, specifically the
labels for the different types of followers, we had to make some decisions. I've listed some of the Dragon
articles below, if you are interested.
We pushed and pulled the generator until we managed to find something that suited us. First, we felt it
was important to have different types of followers represented in the generator. Why? In terms of
gameplay, these different follower types facilitate different aspects of the game and thus "play off" the PCs
without being explicitly role-played (although we do that too).
For example, the lowly torch-bearers and porters are human non-combatants who aren't trained warriors
and tend to cower and only fight if cornered. The zero-level human men-at-arms are basic in their gear and
are a tick below the first level PCs but above the unwashed labourers. In our Northern Reaches game, the
M@As tend to have better morale, especially if the PCs have outfitted them with better gear and don't ask
them to do anything they wouldn't do themselves. The demi-human men-at-arms possess their racial traits
and, in some cases, are better equipped (esp. the dwarves), but they are more rare to find. Above the noncombatants and men-at-arms, the PCs can occasionally recruit a human henchman, that is a magic-user,
cleric, or fighter, but as the quality of the follower goes up so does the price. Here's the cost breakdown in
our Northern Reaches game:
HIRELING TYPE
Torch-Bearer/Porter
5sp/day*
Men-at-Arms 1gp(Hu)/3gp(DH)*
Henchmen
n/a
Full
No
No
No
1/2 PC
XP?
Full
*The first 3 days payment must be made in advance. Also, upgrading the weapon or armour of a
hireling/man-at-arms/henchman, or overpaying, may increase their morale score. Men-at-arms begin play
at -2035 experience points and henchmen begin play at zero experience points.
With the excitement of having Meatshields! available, I went overboard with followers in my game. That's
mostly my fault. However, when we began play few had specific experience with Old School D&D so I think
it allowed them to get their characters off on the right foot. Through 9 sessions (of varying length) we have
had 1 PC and 13 followers bite it. It was around session 7 that I took a page from cr0ms game. So many
men-at-arms died in his game that he had them unionize! So I followed suit and renamed the local
followers guild The League of Ordinary Gentlemen and they raised their prices significantly. Since then I've
told the PCs that Guildmaster Osen is "concerned" and may consider raises prices again.
When a follower consistently demonstrates an inability to die, I typically promote them to the next level
up. Torch-bearer to man-at-arms to henchman. The only example so far is Hillgax, Vith's former M@As who
is always first in the marching order. He was promoted to a henchman after several sessions and now
receives a full share of party treasure.
Have you had chance to use the generator? Any memorable followers come forward to accompany your
PCs?
Some interesting References:
Charles Sagui, "Hirelings Have Feelings Too" Dragon 26
Thomas Kane, "The Forgotten characters: A Look at Hirelings, Henchmen, and Followers" Dragon 117
Charles Olsen, "Henchmen and Hirelings: A Review of the Rules on NPCs" Dragon 119
DJs and Dragons: Music in Your Game
I love to use music in my D&D sessions. I really feel it helps establish an atmosphere and sets the tone for
the game. This isn't something we did in the 1908s or 1990s, but it's an aspect of the game I really enjoy.
We D&D players are what Henry Jenkins calls "Textual Poachers." We take the things we find useful and mix
and match them to create something new. This is the case with our musical choices. We setup playlists in
three categories
1. Background (music we play during the beginning, during character generation, etc)
2. Combat (For fighting scenes inbetween dungeon-creeping)
3. Dungeon (for dungeon-creeping)
Each of these three we break down into music taken from video games and music taken from soundtracks.
Here's an example of some of the video game soundtracks we use:
Icewind Dale
Icewind Dale 2
Baldur's Gate
Baldur's Gate Shadows of Amn
Daldur's Gate Dark Alliance*
Neverwinter Nights Trilogy